2025-03-18 19:19:03 -04:00

182 lines
5.2 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_QUESTVALUES_H
#define _PLAYERBOT_QUESTVALUES_H
#include "NamedObjectContext.h"
#include "TravelMgr.h"
#include "Value.h"
class Player;
class PlayerbotAI;
struct CreatureData;
struct GameObjectData;
enum class QuestRelationFlag : uint32
{
none = 0,
objective1 = 1,
objective2 = 2,
objective3 = 4,
objective4 = 8,
questGiver = 16,
questTaker = 32,
maxQuestRelationFlag = 64
};
// questId, QuestRelationFlag
typedef std::unordered_map<uint32, uint32> questRelationMap;
// entry
typedef std::unordered_map<int32, questRelationMap> entryQuestRelationMap;
// entry
typedef std::unordered_map<int32, std::vector<GuidPosition>> questEntryGuidps;
// QuestRelationFlag
typedef std::unordered_map<uint32, questEntryGuidps> questRelationGuidps;
// questId
typedef std::unordered_map<uint32, questRelationGuidps> questGuidpMap;
// questId
typedef std::unordered_map<uint32, std::vector<GuidPosition>> questGiverMap;
// Returns the quest relation Flags for all entries and quests
class EntryQuestRelationMapValue : public SingleCalculatedValue<entryQuestRelationMap>
{
public:
EntryQuestRelationMapValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "entry quest relation map") {}
entryQuestRelationMap Calculate() override;
};
// Generic quest object finder
class FindQuestObjectData
{
public:
FindQuestObjectData() { GetObjectiveEntries(); }
void GetObjectiveEntries();
void operator()(CreatureData const& creatureData);
void operator()(GameObjectData const& gameobjectData);
questGuidpMap GetResult() const { return data; };
private:
std::unordered_map<int32, std::vector<std::pair<uint32, QuestRelationFlag>>> entryMap;
std::unordered_map<uint32, std::vector<std::pair<uint32, QuestRelationFlag>>> itemMap;
entryQuestRelationMap relationMap;
questGuidpMap data;
};
// All objects to start, do or finish a quest.
class QuestGuidpMapValue : public SingleCalculatedValue<questGuidpMap>
{
public:
QuestGuidpMapValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "quest guidp map") {}
questGuidpMap Calculate() override;
};
// All questgivers and their quests that are Useful for a specific level
class QuestGiversValue : public SingleCalculatedValue<questGiverMap>, public Qualified
{
public:
QuestGiversValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "quest givers") {}
questGiverMap Calculate() override;
};
// All questgivers that have a quest for the bot.
class ActiveQuestGiversValue : public CalculatedValue<std::vector<GuidPosition>>
{
public:
ActiveQuestGiversValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "active quest givers", 5) {}
std::vector<GuidPosition> Calculate() override;
};
// All quest takers that the bot has a quest for.
class ActiveQuestTakersValue : public CalculatedValue<std::vector<GuidPosition>>
{
public:
ActiveQuestTakersValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "active quest takers", 5) {}
std::vector<GuidPosition> Calculate() override;
};
// All objectives that the bot still has to complete.
class ActiveQuestObjectivesValue : public CalculatedValue<std::vector<GuidPosition>>
{
public:
ActiveQuestObjectivesValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "active quest objectives", 5) {}
std::vector<GuidPosition> Calculate() override;
};
// Free quest log slots
class FreeQuestLogSlotValue : public Uint8CalculatedValue
{
public:
FreeQuestLogSlotValue(PlayerbotAI* botAI) : Uint8CalculatedValue(botAI, "free quest log slots", 2) {}
uint8 Calculate() override;
};
// Dialog status npc
class DialogStatusValue : public Uint32CalculatedValue, public Qualified
{
public:
DialogStatusValue(PlayerbotAI* botAI, std::string const name = "dialog status")
: Uint32CalculatedValue(botAI, name, 2)
{
}
static uint32 getDialogStatus(Player* bot, int32 questgiver, uint32 questId = 0);
uint32 Calculate() override;
};
// Dialog status npc quest
class DialogStatusQuestValue : public DialogStatusValue
{
public:
DialogStatusQuestValue(PlayerbotAI* botAI) : DialogStatusValue(botAI, "dialog status quest") {}
uint32 Calculate() override;
};
// Can accept quest from npc
class CanAcceptQuestValue : public BoolCalculatedValue, public Qualified
{
public:
CanAcceptQuestValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can accept quest npc") {}
bool Calculate() override;
};
// Can accept low level quest from npc
class CanAcceptQuestLowLevelValue : public BoolCalculatedValue, public Qualified
{
public:
CanAcceptQuestLowLevelValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can accept quest low level npc") {}
bool Calculate() override;
};
// Can hand in quest to npc
class CanTurnInQuestValue : public BoolCalculatedValue, public Qualified
{
public:
CanTurnInQuestValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can turn in quest npc") {}
bool Calculate() override;
};
#endif